Paladin
Base Class: Paladin

Where good-hearted people fight corruption and evil, there must be those who operate in the darkness, hiding amongst shadows as spies, assassins and saboteurs. Amongst paladin orders, there are none who fulfill this task with the same precision and skill as those who have sworn the Oath of Midnight.

These paladins wield the darkness of night and the light of the moon wherever they go, using that darkness to shroud their presence while using the light to expose evil and burn it away with divine radiance.

TENETS OF MIDNIGHT

The tenets of the Oath of Midnight urges its paladins to operate with utmost discretion and without any wishes for rewards or personal glory.

Shroud Your Actions. Move with care and silence; let no one detect your presence.

Claim No Glory. Never let your deeds be known; let glory burden the shoulders of those who are worthy of it.

Pursue No Rewards. Your work has no price; though you may accept a reward, never seek one out.

Oath Spells

You gain oath spells at the paladin levels listed in the Oath of Midnight Spells table. See the Sacred Oath class feature for how oath spells work.

Oath of Midnight Spells
Paladin Level Spells

3rd

disguise self, faerie fire

5th

darkness, moonbeam

9th

hypnotic pattern, nondetection

13th

greater invisibility, arcane eye

17th

dream, mislead

Channel Divinity

When you take this oath at 3rd level, you gain the following two Channel Divinity options:

Lunar Ward. As an action, you can expend a use of your Channel Divinity to summon three Tiny orbs of moonlight around yourself or a willing ally you can see within 30 feet of you. Each orb sheds bright light in a 5-foot radius, shedding an additional 5 feet of dim light beyond that. Whenever a creature surrounded by these orbs takes damage from another creature, one of the orbs absorbs damage from the attack equal to 1d8 plus your Charisma modifier. The attacker must then make a Dexterity saving throw. On a failed save, the attacker takes radiant damage equal to the amount of damage absorbed by the orb, as the orb shoots towards the attacker and explodes. On a successful save, the attacker takes half damage. Once an orb has absorbed damage and exploded, it disappears.

The orbs of moonlight last for 10 minutes, or until each of them have exploded.

Night’s Silence. As part of a weapon attack, you can expend a use of your Channel Divinity. No matter if the attack hits or not, the target must then make a Wisdom saving throw. On a failed save, they cannot speak, perform the vocal components of spells or make any audible noise for 1 minute. A silenced creature can reroll their saving throw at the end of each of its turns.

Aura of Midnight’s Veil

At 7th level, you constantly emit a magical aura that shrouds your presence and improves your senses. As long as you’re not incapacitated, you and any allies within 10 feet of you have advantage on Dexterity (Stealth) checks and darkvision out to a range of 120 feet, unless a creature already has a longer range. An ally only gets this benefit as long as they remain inside the aura.

At 18th level, the range of this aura increases to 30 feet.

Moonlit Unveiling

At 15th level, you can channel the light of the moon to expose the true forms of your enemies. Whenever you deal radiant damage to a creature, you can also choose to mark it with a shroud of moonlight. This mark lasts until the beginning of your next turn and while it's active, its bearer suffers the following effects:

  • It emits a 10-foot radius of bright light with an additional 10 feet of dim light beyond that.
  • The bearer cannot turn invisible. If the bearer already is invisible, the invisibility is instantly dispelled.
  • If the bearer has changed its form, either through magic or via an innate ability, it must make a Constitution saving throw. On a failed save, it reverts to its normal form.

You can use this feature a number of times equal to your Charisma modifier per long rest.

Midnight Agent

At 20th level, you’ve learnt how to channel the darkness of night and the radiance of the moon. As a bonus action, you can transform into an avatar of midnight for 1 minute, or until you’re incapacitated. For the duration, you gain the following benefits:

  • You are invisible.
  • The range of your darkvision increases to 300 feet, and you can see through magical darkness with it.
  • Whenever you cast a spell of 1st level or higher using a paladin spell slot, each creature of your choice within 10 feet of you must make a Constitution saving throw. On a failed save, it takes 1d6 radiant damage per level of the spell slot you expended for the spell. On a successful save, it takes half damage.

You can use this feature once per long rest, unless you expend a 5th-level spell slot to use it again.

Oath Of Midnight Image

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